HCI 102 MODULE 1 Flashcards

1
Q

A central concern of interaction design is to develop interactive products that are usable.

A

Good and Poor Design

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2
Q

You are staying at a hotel for a week while on a business trip. You
see a blinking red light on the landline phone beside the bed. You are not sure what this means, so
you pick up the handset.

A

Voice-Mail System

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3
Q

** It uses familiar physical objects that indicate visually at a glance how many messages have been left.
** It is aesthetically pleasing and enjoyable to use.
** It requires only one-step actions to perform core tasks.
** It is a simple but elegant design.
** It offers less functionality and allows anyone to listen to any of the messages.

A

The marble answering machine

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4
Q

Who created The marble answering machine?

A

Durrell Bishop

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5
Q

Each one is different in terms of how it looks and works. Many have been designed with a dizzying array of small, multicolored, and double labeled buttons (one on the button and one above or below it) that often seem arbitrarily positioned in relation to one another.

A

Remote Control

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6
Q

a digital video recorder that was originally developed to enable the viewer to record TV shows.

A

TiVo

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7
Q

the design of interactive products and services in which a designer’s focus goes beyond the item in development to include the way users will interact with it. Thus, close scrutiny of users’ needs, limitations and contexts, etc. empowers designers to customize output to suit precise demands.
about creating user experiences that enhance and augment the way people work, communicate, and interact

A

Interaction Design (IxD)

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8
Q
  • a useful model to understand what interaction design involves.
A

The 5 dimensions of interaction design

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9
Q

5 dimensions of interaction design

A

1D: Words
2D: Visual representations
3D: Physical objects or space
4D: Time
5D: Behaviour

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10
Q

especially those used in interactions, like button labels—should be meaningful and simple to understand. They should communicate information to users, but not too much information to overwhelm the user.

A

Word

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11
Q
  • This concerns graphical elements like images, typography and icons that users interact with. These usually supplement the words used to communicate information to users.
A

Visual representations

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12
Q
  • Through what physical objects do users interact with the product? A laptop, with a mouse or touchpad? Or a smartphone, with the user’s fingers? And within what kind of physical space does the user do so?
A

Physical objects or space

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13
Q
  • While this dimension sounds a little abstract, it mostly refers to media that changes with time (animation, videos, sounds). Motion and sounds play a crucial role in giving visual and audio feedback to users’ interactions. Also of concern is the amount of time a user spends interacting with the product: can users track their progress, or resume their interaction some time later?
A

Time

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14
Q
  • This includes the mechanism of a product: how do users perform actions on the website? How do users operate the product? In other words, it’s how the previous dimensions define the interactions of a product. It also includes the reactions—for instance emotional responses or feedback—of users and the product.
A

Behaviour

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15
Q

refers to how a product behaves and is used by people in the real world.

A

The user experience

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16
Q
  • define it as encompassing “all aspects of the end-user’s interaction with the company, its services, and its products.”
A

Jakob Nielsen and Don Norman (2014)

17
Q

for a space mission, intended to be used by teams of scientists working in different parts of the world, will have quite different needs from one targeted at customers and sales agents, to be used in a furniture store to draw up kitchen layout plans.

A
  • A collaborative planning tool
18
Q

can also help designers appreciate that one size does not fit all; what works for one user group may be totally inappropriate for another. For example, children have different expectations than adults about how they want to learn or play.

A
  • Understanding individual differences
19
Q

and what they do can also reveal incorrect assumptions that designers may have about particular user groups and what they need. For example, it is often assumed that because of deteriorating vision and dexterity, old people want things to be big—be it text or graphical elements appearing on a screen or the physical controls, like dials and switches, used to control devices.

A
  • Learning more about people
20
Q

is also an important concern for interaction design, particularly for products intended for a diverse range of user groups from different countries. An example of a cultural difference is the dates and times used in different countries.

A
  • Being aware of cultural differences
21
Q

refers to the extent to which an interactive product is accessible by as many people as possible. Companies like Google and Apple provide tools for their developers to promote this. The focus is on people with disabilities.

A

Accessibility

22
Q

means being fair, open, and equal to everyone

A

Inclusiveness

23
Q

(such as loss of vision or hearing)

A

Sensory impairment

24
Q

(having loss of functions to one or more parts of the body, for example, after a stroke or spinal cord injury)

A

Physical impairment

25
Q

(for instance, learning impairment or loss of memory/cognitive function due to
old age or a condition such as Alzheimer’s disease)

A

Cognitive

26
Q

refers to ensuring that interactive products are easy to learn, effective to use, and enjoyable from the user’s perspective. It involves optimizing the interactions people have with interactive products to enable them to carry out their activities at work, at school, and in their everyday lives.

A

Usability

27
Q

a general goal, and it refers to how good a product is at doing what it is supposed to do.

A

Effectiveness

28
Q

refers to the way a product supports users in carrying out their tasks.

A

Efficiency

29
Q

involves protecting the user from dangerous conditions and undesirable situations.

A

Safety

30
Q

refers to the extent to which the product provides the right kind of functionality so that users can do what they need or want to do.

A

Utility

31
Q

refers to how easy a system is to learn to use. It is well known that people don’t like spending a long time learning how to use a system.

A

Learnability

32
Q

refers to how easy a product is to remember how to use, once learned. This is especially important for interactive products that are used infrequently.

A

Memorability

33
Q

used by interaction designers to aid their thinking when designing for
the user experience.

A

Design Principles

34
Q

The more visible functions are, the more likely it is that users will be able to know what to do next

A

Visibility

35
Q

Related to the concept of visibility is feedback. This is best illustrated by an analogy to what everyday life would be like without it.

A

Feedback

36
Q

The design concept of constraining refers to determining ways of restricting the kinds of user interaction that can take place at a given moment.

A

Constraints

37
Q

refers to designing interfaces to have similar operations and use similar elements for achieving similar tasks

A

Consistency

38
Q

used to refer to an attribute of an object that allows people to know how to
use it. At a simple level, to afford means “to give a clue”’ (Norman, 1988).

A

Affordance